/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.ai;

import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2SiegeGuardInstance;

/**
 * @author mkizub
 */
public class L2DoorAI extends L2CharacterAI 
{
	public L2DoorAI(L2DoorInstance.AIAccessor accessor)
	{
		super(accessor);
	}

	// rather stupid AI... well,  it's for doors :D
	@Override
	protected void onIntentionIdle() {}
	
	@Override
	protected void onIntentionActive() {}
	
	@Override
	protected void onIntentionRest() {}
	
    @Override
	protected void onIntentionAttack(L2Character target) {}
    
    @Override
	protected void onIntentionCast(L2Skill skill, L2Object target) {}
    
    @Override
	protected void onIntentionMoveTo(L2CharPosition destination) {}
    
    @Override
	protected void onIntentionFollow(L2Character target) {}
    
    @Override
	protected void onIntentionPickUp(L2Object item) {}
    
    @Override
	protected void onIntentionInteract(L2Object object) {}

	@Override
	protected void onEvtThink() {}
	
    @Override
	protected void onEvtAttacked(L2Character attacker)
    {
    	L2DoorInstance me = (L2DoorInstance) _actor;
        ThreadPoolManager.getInstance().executeTask(new onEventAttackedDoorTask(me, attacker));
	}
    
    @Override
	protected void onEvtAggression(L2Character target, int aggro) {}
    
    @Override
	protected void onEvtStunned(L2Character attacker) {}
    
    @Override
	protected void onEvtSleeping(L2Character attacker) {}
    
    @Override
	protected void onEvtRooted(L2Character attacker) {}
    
	@Override
	protected void onEvtReadyToAct() {}
	
    @Override
	protected void onEvtUserCmd(Object arg0, Object arg1) {}
    
	@Override
	protected void onEvtArrived() {}
	
	@Override
	protected void onEvtArrivedRevalidate() {}
	
    @Override
	protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos) {}
    
    @Override
	protected void onEvtForgetObject(L2Object object) {}
    
	@Override
	protected void onEvtCancel() {}
	
	@Override
	protected void onEvtDead() {}

	private class onEventAttackedDoorTask implements Runnable
	{
		private L2DoorInstance _door;
		private L2Character _attacker;

		public onEventAttackedDoorTask(L2DoorInstance door, L2Character attacker)
		{
			_door = door;
			_attacker = attacker;
		}

		/* (non-Javadoc)
		 * @see java.lang.Runnable#run()
		 */
		public void run()
		{
			for (L2SiegeGuardInstance guard : _door.getKnownSiegeGuards()) 
			{
	            if (_actor.isInsideRadius(guard, guard.getClanRange(), false, true) && Math.abs(_attacker.getZ()-guard.getZ()) < 200)
	                guard.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, _attacker, 15);
			}
		}
	}
}